A few more cards see plenty of play in Commander: Dragon Mage as a wheel card that allows players to discard and draw entire hands, Swiftfoot Boots is solid equipment that is helpful in virtually every Commander deck, and Cinder Glade which is a slow land of the red and green color identity
The Infiltrator has a few subtle disadvantages to his snake cousin: 1) You need to play two colors to play the Infiltrator, instead of one for Ophidian
Life drain, card selection, and resilient reanimation create constant pressure that scales exceptionally well in multiplayer environments
I usually see this card in decks built around Tergrid, God of Fright because of how effective it is at removing resources from opponents and potentially stealing them with her ability
Personally, Im a huge fan of drafting five-color Cube decks, and in that archetype youd rather have signets than talismans
It was just hard to "show" people in rules text